use_gl(compositor, screen);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, screen->framebuffer);
use_mask = -1;
compositor->glXReleaseTexImageEXT(compositor->display, screen->root_glx_pixmap, GLX_FRONT_LEFT_EXT);
}
else
- {
- glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
- }
for(i=0; i<screen->nwindows; ++i)
{
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glClearColor(0.5f, 0.0f, 0.5f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, screen->fb_texture);
glEnable(GL_PRIMITIVE_RESTART);